diff --git a/Changelog.md b/Changelog.md index 198ab04..c484143 100644 --- a/Changelog.md +++ b/Changelog.md @@ -1,3 +1,6 @@ +## 2.3 +Draconic Conclave features added + ## 2.2 v10 compatibility - no major updates diff --git a/module.json b/module.json index 40d6e22..3bb05a3 100644 --- a/module.json +++ b/module.json @@ -3,7 +3,7 @@ "id": "d-n-d-friends-guilds", "title": "D-n-D Friends Guilds", "description": "This module was built to supplement the DMs in the D-n-D Friends Discord server", - "version": "2.2", + "version": "2.3", "minimumCoreVersion": 9, "compatibleCoreVersion": 9, "compatibility": { @@ -16,7 +16,7 @@ "discord": "maxpat#7936" }], "manifest": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/releases/latest/download/module.json", - "download": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/releases/download/v2.2/module.zip", + "download": "https://github.com/MaxPat931/D-n-D-Friends-Guilds/releases/download/v2.3/module.zip", "packs": [ { "name": "guildfeatures", diff --git a/packs/guildfeatures.db b/packs/guildfeatures.db index 6c3fbf9..895fb55 100644 --- a/packs/guildfeatures.db +++ b/packs/guildfeatures.db @@ -1,4 +1,5 @@ {"_id":"04MwHPE0lLoZDPCS","name":"Fairytale Protection Service 3 - Snap Back to Reality","type":"feat","img":"icons/magic/light/explosion-star-glow-blue-purple.webp","data":{"description":{"value":"
After extensive learning about how the intricacies of how a mind works you are able to assist others who have fallen under such tricks.
\nTwice per long rest you can use your action to momentarily expand your consciousness into the space around you, creating a 30 foot sphere centered on you. Choose as many creatures that you want within the sphere, including yourself, and if those creatures are under a negative effect that uses an INT, WIS, CHA Save, they may immediately reroll their save against that effect with an additional [[/r 1d4]].
\nIf the creature has multiple negative effects on them, they can only use this ability on one of them. If you are under the effects of a spell or ability that required an Intelligence, Wisdom, or Charisma saving throw to avoid or end, when you start your turn, you may use your action to use this ability, regardless of the effect of the spell or ability.
\n\n
You can use this ability three times at 9th level, four times at 13th level, and five times at 17th level
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"4d5DkhRNcE03uonW":3},"flags":{"core":{"sourceId":"Item.gG2DlZUQpNSWnAMz"},"cf":{"id":"temp_3onpaeoe9vv"}}} +{"name":"Draconic Conclave 2 - Trained Evasion","type":"feat","img":"icons/skills/melee/shield-block-fire-orange.webp","system":{"description":{"value":"While combat with Dragons is highly undesirable, sometimes it’s inevitable in our line of work, and thanks to our expensive knowledge of these creatures, we are more adept then most at evading their most dangerous weapon, or helping your allies do the same
Your study of dragons has enabled you to better fight those who do not heed your calls for conversation.
Once per long rest, as a reaction to either yourself or an ally within 30 feet of you taking damage from a spell cast by a dragon, or a breath weapon used by a dragon - as well as the breath weapons of other creatures of the dragon type - you can give a creature resistance to the damage dealt, including by the triggering attack, until the start of your next turn.
You may use this ability twice at level 9, three times at level 13, and four times at level 17.
","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736876,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"0fziJiIxRw1JcLDh","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"19XJURfaqfGI9C8e","name":"Deadeyes Thrown 4 - Flying Steel Dragons","type":"feat","img":"icons/skills/ranged/daggers-thrown-salvo-teal.webp","data":{"description":{"value":"Once per long rest, while <Unlimited Blade Works> is active and you are wielding a weapon with the Thrown property, you can use an action to combine your manifested weapons into one gigantic weapon and throw it. Make a special ranged weapon attack against a creature or object within your range. The normal and long range of your weapon increase by an amount equal to its normal range.
\n\n\nIf you hit, <Unlimited Blade Works> immediately ends and the target is pushed a number of feet equal to your weapon's long range:
\n\nIf the target collides with a creature or object of the same or smaller size
\n• If the target collides with a creature or object that is the same size as it or smaller, it is also pushed alongside the original target if the attack would have hit it. If the attack misses then it is not pushed. Alternatively, a struck object can break (DM's discretion). You repeat this process for every creature or object in the target's path.
\n\nIf the target collides with a creature or object at least one size larger than it
\n• If the target collides with a solid surface or a creature or object that is at least one size larger than it, it stops moving and it takes [[/r 4d6]] force damage plus an extra [[/r 1d6]] force damage for every 10 feet it traveled (up to a maximum of [[/r 20d6]] extra force damage). All other pushed creatures and objects, as well as the solid surface or creature or object which stopped the movement, take half as much damage.
\n\nIf the target does not collide with anything
\n• If the target doesn't collide with anything in its path then the weapon explodes after traveling its long range and deals half as much damage that the target would have taken if it collided against a solid surface or a creature or object that is at least one size larger than it.
\n
\n\nIf you miss, you can use an action on your next turn to attempt the special ranged weapon attack once more. If you miss again, <Unlimited Blade Works> immediately ends.
\n
\n\nYou can use this ability twice at 13th level and thrice at 17th level but can only do so once each time initiative is rolled. The initial force damage increases to 6d6 at 13th level and 8d6 at 17th level.
\n
You gain the following benefits whenever you use the tools listed in @Compendium[d-n-d-friends-guilds.guildfeatures.odgyNfy4mtRY21o4]{Monster Slayers 2 - Gambits of the Hunt} (whether crafted by you or purchased with GP):
\n• You can use a bonus action instead of an action to activate them. If you can already do so due to a feature such as Thief Rogue's *Fast Hands*, you can use two tools with one bonus action.
\n• Their DC is equal to their listed DC or DC 14, whichever number is higher.
\n• Acid, alchemist's fire, caltrops, hunting traps, and oil (flask) deal an extra 3 damage of the specified type.
\n\n\n• You are considered proficient with acid, alchemist's fire, and oil (flask). Whenever you throw any of them, they have a range of 20/60 and deal bludgeoning damage equal to [[/r 1d4+@abilities.dex.mod]] on a hit.
\n
\n\n• You are considered proficient with torches. Whenever you hit a creature with a melee attack using an unlit torch, it deals bludgeoning damage equal to [[/r 1d4+@abilities.str.mod]]. If the torch is lit, it deals an additional 3 fire damage.
\n
\n\n• Ball bearings deal 3 bludgeoning damage if a creature falls prone and nets deal 3 piercing damage on a hit due to their barbed construction.
\n
\n\nYou can craft up to three tools at 9th level, four tools at 13th level, and five tools at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level. The damage increases to 4 at 9th level, 5 at 13th level, and 6 at 17th level.
\n
You learn the @Compendium[dnd5e.spells.8zT7njvqbpXs4Cel]{Spare the Dying} cantrip. Whenever you cast Spare the Dying, the creature also recovers 1 hit point after [[/r 1d4]] rounds.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_50q5yfxe7ib","path":"Guild Features#/CF_SEP/Sanctus Shaman Sanitas","color":"#000000"}}} @@ -14,6 +15,7 @@ {"_id":"51cOm6V4Xxtdnojr","name":"The Four Horsemen of the Apocalypse 3 - War","type":"feat","img":"icons/environment/people/infantry-army.webp","data":{"description":{"value":"Once per long rest, you can use an action to summon an army of spirits who are hell-bent on war and harass your enemies for the next minute. You can use a bonus action to choose a creature within 30 feet of you and roll a [[/r 1d12]]. The number rolled determines the effect which the creature suffers:
\n\n\nThe spirits bicker among one another about war-related matters and nothing happens.
\n
\n\nThe creature surrenders and uses a reaction to drop whatever it is holding and go prone.
\n
\n\nUntil the end of the creature's next turn, it becomes frightened of the spirits and can't move.
\n
\n\nAt the start of the creature's next turn, it is overcome with a bout of madness and must use an action to make the maximum number of attacks that it can against random creatures within its reach before it does anything else. If no other creatures are within its reach, it makes one attack against itself.
\n
\n\nAt the start of the creature's next turn, it blankly stares into the distance, takes no action, and must use all of its movement to move in a random direction. Roll a [[/r 1d4]] for the direction: 1, north; 2, east; 3, south; or 4, west.
\n
\n\nUntil the start of your next turn, the creature has disadvantage on the next saving throw it makes.
\n
If you choose a creature who has already been affected by a roll of 3-12 from this ability, forgo the roll. The creature instead gains disadvantage on its next attack roll.
\n\n\nYou can use this ability twice at 13th level.
\n
Once per long rest, you can spend one minute activating the runes on your weapon or another object for the next hour. Choose one of the following creature types: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, or Undead. Whenever you are holding the runic weapon or object and a creature of the chosen type is within 20 feet of you, the runes detect the creature and warn you of its presence by glowing softly.
\nAdditionally, you can use an action to coat your runic weapon or object in the fresh blood of a recently-slain creature of the chosen type. If you do so, the detection range is doubled for the duration.
\n\n\nYou can use this ability twice at 5th level, three times at 9th level, four times at 13th level, and five times at 17th level. The runes reveal the general direction of detected creatures from you at 5th level and the distance of detected creatures from you at 9th level, you can't be surprised by creatures of the chosen type at 13th level, and the range increases to 30 feet at 17th level.
\n
You can use an action to create a hovering, glowing orb for the next minute. The orb emits bright light in a 20-foot cone and dim light for an additional 20 feet, and the cone is always centered on you. Whenever you move more than 10 feet away from the orb, it follows you until it is within 10 feet of you. You can only have one orb in existence at a time and creating a new orb causes the previous one to disappear.
\nYou can use a bonus action to expand or reduce the size of the bright and dim light to a maximum of 30 feet each or a minimum of 10 feet each, or have it point towards a creature that you can see within 30 feet of you. The orb automatically centers itself on you if the targeted creature breaks line of sight with the orb or if they can no longer be seen by you. You can change the color of the light it emits at any time (no action required).
\n\n\nAt 13th level, you can create two orbs simultaneously and can control one or both of them with a bonus action. They can be different sizes or colors, and can point to different creatures.
\n
After some recent events involving various Dragons, the small Kobold, Scales made a decision. He wanted to set out to show everyone else how awesome dragons were, and how much better the world could be if people and dragons would get along better. However the fireplace at the tavern he lived at was getting to too crowded, so after dragging his friend Ignis along to Sigil, Scales used some of his personal hoard of gold to purchase a rundown building in Sigil, enlisting a few of his friends to fix the place up into a place worthy of Dragons! Scales immediately started going through his big book of Dragons that he got from Candlekeep a long time ago to try and get in contact with some of the Dragons he thought might like this idea, and managed to obtain some funding and support. Now the The Draconic Conclave hall is open and ready to educate people about how awesome dragons are and to make the world a better place for both Dragons and People (but not elementals though!)
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.ISDg87HnBPoM1ilm]{Draconic Conclave 1 - Draconic Understanding}
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.rX5PfyllJfiAbhCS]{Draconic Conclave 1 - Breath Weapon}
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.KDAEtLP9U0FHE9jv]{Draconic Conclave 2 - Draconic Negotiator}
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.0fziJiIxRw1JcLDh]{Draconic Conclave 2 - Trained Evasion}
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.hGfBZZHWWgsbytH2]{Draconic Conclave 3 - Draconic Contact}
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.ZPiAoUTQF5H24SkZ]{Draconic Conclave 3 - Fear of the Wyrm}
@UUID[Compendium.d-n-d-friends-guilds.guildfeatures.E95OW6AovurRxCk6]{Draconic Conclave 4 - Great Wyrm's Might}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"core":{"sourceId":"Item.6LIs8sXaLzRLaMz2"},"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670179884401,"modifiedTime":1670182816745,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"6LIs8sXaLzRLaMz2","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"6QuFX6HJGBmLayUI","name":"Rocket Rescue 3 - Sonic Boom","type":"feat","img":"icons/magic/air/air-pressure-shield-blue.webp","data":{"description":{"value":"Two times per long rest, as an action, the Rescuer can let out a burst from its boosters, shooting them into the air and knocking back those around them.
\nThe Rescuer can jet up to 5 feet straight up in the air. Any creature caught within a 10 feet range of the point where the Rescuer activates this ability must make a DC 14 Constitution saving throw or take [[/r 2d6]] thunder damage and be knocked back 5 ft. If they fail by 5 or more they get knocked prone.
\nAfter flying up the Rescuer can pick an empty point below them within three times the height reached by the launch where to land, taking no damage and landing on your feet. Opportunity attacks made against you when using Sonic Boom are made at disadvantage.
\n\n\nYou may use this feature thrice per long rest at 9th level, four times at 13th level and five times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level and 20 at 17th level. The damage increases to 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level. The distance you can fly up increases to 10 feet at 9th level, 15 feet at 13th level and 20 feet at 17th level.
\n
Having experienced what multiple-allied combat is like, you have honed the skills necessary to steady yourself whenever the need arises to take a hit for those dearest friends of yours. Not to mention, your combat experience allows you to defend multiple allies at once as your variation in stances broadens both in knowledge, and in-scenario.
\nOnce per long rest, you can use a bonus action and choose an ally within 5 feet of you. Whenever your ally moves or is moved, you move to stay within 5 feet of them and intercept the next attack that is made against them that you can see. The attack is redirected to you where it resolves normally, except that the damage can't be reduced or prevented in any way.
\n\n\nYou stay by your ally's side until the start of your next turn, until you are incapacitated, if you choose to end the effect (no action required), if your ally moves to a location you can't reach, if you move more than twice your movement speed, or if your speed is reduced to 0.
\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level. You must intercept a second attack at 9th level, a third attack at 13th level, and a fourth attack at 17th level.
\n
Twice per long rest, you can use either of the following features:
\n\n\n• Whenever you deal damage to a creature, you can use a reaction to teleport to an unoccupied space that you can see within 30 feet of you. When you do so, you manifest an illusory duplicate of yourself in an unoccupied space that you can see within 30 feet of the space that you previously occupied. The duplicate mimics you perfectly and lasts until the start of your next turn.
\nPhysical interaction with the duplicate reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the duplicate can determine that it is an illusion with a successful Intelligence (Investigation) check (DC 14). If a creature discerns it for what it is, the creature can see through it.
\nThe DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level. The number of illusory duplicates that you create increases to two at 9th level, three at 13th level, and four at 17th level.
\n
\n\n• You can use a bonus action to cause illusions which you manifest to seem completely real and include sounds, smells, temperature, and other stimuli appropriate to the thing depicted, but these effects can't cause damage, force saving throws, or inflict conditions. The next time you cast a spell or use an effect which creates one or more illusions before the end of your turn, creatures with truesight, blindsight, or tremorsense, or those who can see through illusions, do not automatically detect your visual illusions and succeed on saving throws against them. They instead make any checks to determine if they are real at advantage. Creatures which perceive illusions normally make these checks at disadvantage. If a creature discerns one of your illusions for what it is, they can see through it and its other sensory qualities become faint to the creature.
\n
\n\nYou can use either of these features a total of three times at 9th level, four times at 13th level, and five times at 17th level.
\n
You can use an action to plant a weapon in the ground. Until the weapon is removed from the ground, it gains one non-instantaneous effect from <Flair for Spectacle>. Any creature can attempt to pull the weapon out of the ground with a DC 15 Athletics check. On a failed check, they stare in awe at the weapon for a moment. On a successful check, the weapon is pulled out of the ground and the visual effect ends. You can pull the weapon out of the ground without having to make the Athletics check.
\n\n
The weapon gains up to two non-instantaneous effects from <Flair for Spectacle> at 9th level and up to three non-instantaneous effects at 17th level. The DC of the Athletics check increases to 20 at 9th level, 25 at 13th level, and 30 at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_ioij62hb4e","path":"Guild Features#/CF_SEP/Deadeyes","color":"#000000"}}} {"_id":"DiVu0mLCiunDrDC9","name":"House of Wisdom 1 - Recording Lore","type":"feat","img":"icons/tools/navigation/map-chart-tan.webp","data":{"description":{"value":"Once per long rest, when you make a check with the following tools, cartography supplies, calligraphy supplies, or painters' supplies , you can re-roll the check before the DM states the outcome but you must use the new result.
\nYou can use this feature twice at 5th level, three times at 9th level, four times at 13th level, and five times at 17th level.\n
Once per long rest, you can spend 10 minutes preparing your Omni-Tool to show you past interactions in the timeline that centered around a creature or object within 30 feet of you that you can see. You are presented information about the target's past and what significant events have happened to it in the past hour. This information can appear as blurred images of events, things spoken by or around the target, or the target's point of view of events.
\n\n\nYou can use this ability twice per long rest at 13th level. You can see past interactions spanning up to 8 hours at 9th level, 24 hours at 13th level, and 3 days at 17th level.
\n
You have completed your study of our archives on all types of Dragons and are finally ready to gain access to the abilities of the great wyrms! You can, for a brief period each day, channel the healing power of the Metallic Dragons, the brutal mastery of the elements of the Chromatic Dragons, or the versatility of the Gem Dragons.
Once per long rest, you can use an action to channel the power of a Great Wyrm, choosing to either channel the power of a Metallic, Chromatic, or Gem Dragon for one minute, or until you are knocked unconscious.
Regardless of the form you choose, you gain the following abilities.
When you make a saving throw against the frightened condition, or an ally within 30 feet of you makes a saving throw against the condition, you or your ally has advantage on the roll.
You gain blindsight out to 30 feet. If you already have blindsight, your range on it increases by 30 feet.
When you, or a creature within 60 feet of you that you can see rolls dice to determine healing (hit dice, cure wounds, healing hands), you can use your reaction to maximize the healing received. You can additionally end your transformation early as an action, and roll an amount of hit dice equal to half your proficiency bonus and heal for the amount rolled. Up to 4 creatures of your choice within 30 feet of you can do the same.
When a creature within 60 feet of you takes Acid, Cold, Lighting, Fire, Thunder, or Poison Damage, and has immunity against that damage, you can use your reaction to cause them to have resistance for this instance of the damage. If they are resistant to the damage, they cannot benefit from resistance for this instance of the ability or gain it by a reaction. You can additionally end your transformation early as an action, and select up to 4 creatures within 30 feet of you. They must make a DC 18 Constitution Saving Throw, or be unable to benefit from immunity or resistance to your choice of Acid, Fire, Lighting, Cold, Poison, or Thunder Damage until the end of your next turn.
When you, or a creature within 60 feet of you that you can see would make a saving throw against the Blinded, Charmed, Deafened, Paralyzed, Petrified, Poisoned, or Stunned Condition, you can use to reaction to give them advantage on the saving throw.
As an action, you can end your transformation early, and for the next turn any of your allies within 60 feet of you can benefit from the first part of this ability with no reaction required. Additionally if one of your allies would pass the saving throw without the advantage, you can as part of the same reaction, force the creature that caused the saving throw to be made, to make a DC 18 Saving Throw of the same type, and be subjected to the same effect on a failure, bypassing condition immunity.
For any relevant abilities, the DC raises from 18 to 20 at level 17, and you can choose up to 5 creatures for effects that occur when you end your transformation early.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736856,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"E95OW6AovurRxCk6","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"EQ6AoexapOXh61fj","name":"The Wandering Court 4 - Illusory Being","type":"feat","img":"icons/magic/unholy/silhouette-light-fire-blue.webp","data":{"description":{"value":"Once per long rest, you can use an action to manifest a perfect illusory duplicate of yourself or an ally that you can see within 30 feet of you for the next hour or until you dismiss it (no action required). You can use a bonus action to move the duplicate to an unoccupied space that you can see, using the movement speed of the creature that it is an illusion of, but it dissipates if it is more than 60 feet away from you at the end of your turn. As part of the same bonus action, you can have the duplicate perform one of the following:
\n\n\n• Make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly but can only do so for an ally if you are familiar with them.
\n• Interact with an object up to 20 pounds as if it were using a Free Object Interaction.
\n• Grant you advantage on the next attack roll that you make against a creature within 5 feet of it.
\n• Grant you extra damage against a creature within 5 feet of it, but doing so dismisses the duplicate at the end of your turn. The next time you deal damage to this creature before the end of your turn, you deal an extra [[/r 2d8]] damage and the damage dealt to it becomes psychic damage. They also become visible if invisible and can't become invisible again until the end of your next turn.
\n
\n\nPhysical interaction with the duplicate reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the duplicate can determine that it is an illusion with a successful Intelligence (Investigation) check (DC 16). If a creature discerns your duplicate for what it is, the creature can see through it and you can no longer have it grant you advantage on attack rolls against that creature.
\n
\n\nThe extra damage increases to 3d8 at 13th level and 4d8 at 17th level. The DC increases to 18 at 13th level and 20 at 17th level.
\n
Once per long rest, you can use an action to transform and don the guise of a true reaper for the next minute or until you fall unconscious. You can end the transformation at any time (no action required). While transformed, you gain the following benefits:
\n\n\n• When making a weapon attack you can choose to deal necrotic damage instead of your weapon's normal damage type.
\n• When dealing necrotic damage to a creature, even if they are immune to said damage, the creature can't regain hit points or benefit from the Undead Fortitude trait until the start of your next turn. If a creature possessing the Rejuvenation trait is destroyed during this time the trait will take twice as long to activate.
\n• You float six inches above the ground. While floating, you leave no tracks, you ignore ground-based difficult terrain, and you can cross non-solid or unstable surfaces such as water or lava.
\n• Your rate of descent while falling slows to 60 feet per round. If you land, you take no falling damage and land on your feet. When the transformation ends, you fall if you are still aloft unless it can stop the fall.
\n
Once per long rest, you can cast two spells from the following list:
\n@Compendium[dnd5e.spells.5VhqFROQYjr1P9lp]{Silence}
\n@Compendium[dnd5e.spells.4dSvfvTy2ZIJ3K4k]{Comprehend Languages}
\n@Compendium[dnd5e.spells.3OZnNhunvRtPOQmH]{Identify}
\n@Compendium[dnd5e.spells.9eOZDBImVKxbeOyZ]{Enhance Ability}
\n@Compendium[dnd5e.spells.GtGjNjPBgUHxGYAD]{Sending}
\nYou cannot cast the same spell twice and they do not require material components.
\n\n\nYou can cast three spells at 9th level, four spells at 13th level, and five spells at 17th level.
\n
Once per long rest, whenever you take the Attack action, you can replace one of your attacks with a barrage of thrown weapons. You throw your weapon into the air and manifest a flurry of identical weapons to appear, shoot forward in your choice of a 30-foot cone or a 60-foot-long, 5-foot-wide line, and then disappear. Each creature in the area must make a DC 16 Dexterity saving throw:
\n\n\n• <Fail by 5 or more>: they suffer from the **Fail** penalty and are knocked Prone.
\n• <Fail>: they take [[/r 4d8]] damage of the weapon's base damage type. This damage counts as magical for the purpose of overcoming resistance and immunity to non-magical damage.
\n• <Succeed>: they take half as much damage.
\n
\n\nThe DC increases to 18 at 13th level and 20 at 17th level. The damage increases to 5d8 at 13th level and 6d8 at 17th level.
\n
Once per long rest, you can use an action to unleash all the souls in your Soul Jar and emanate an aura of pure malice.
\nFor the next minute, black wisps of magical smoke wreathe the area around you in a 15-foot radius and lightly obscure the area. Whenever a creature enters the area or starts its turn there, it must make a DC 16 Wisdom saving throw.
\n\n\nOn a failed save, a creature of Good alignment takes necrotic damage equal to double the amount of souls unleashed, a creature of Neutral alignment takes necrotic damage equal to the amount of souls unleashed, and a creature of Evil alignment takes damage equal to half of the amount of souls unleashed (rounded down). On a successful save, a creature takes half as much damage.
\nThe DC increases to 18 at 13th level, and 20 at 17th level.
\n
Once per long rest, you can use a bonus action to place an incorporeal visage of death in your space for the next minute. It counts as neither a creature nor an object. You can use a bonus action to attempt to teleport to the location of the visage.
\n\n\nIf you are within 90 feet of it, you teleport successfully.
\nIf you are further than 90 feet from it or another creature or object is in the same space as the visage, the teleport fails.
\nAttempting to teleport to the space of the visage causes it to dissipate and fill the 5-foot cube that it occupies with magical darkness which lasts until the start of your next turn. You can see normally in this darkness.
\nIf you successfully teleported to the space and move, attack, cast a spell, force a creature to make a saving throw, deal damage to another creature, or use an object, then the darkness immediately vanishes.
\n
You can only have one visage active at a time and any existing visage vanishes if you summon a new one.
\n\n\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level.
\n
Knowing draconic is an important ability for those who wish to pursue this line of work. Thankfully a Duolingo course is included with your guild fees!
If you do not already know it, you learn to speak, read, and write Draconic. Additionally, you can use an action to give another willing creature the ability to speak, read, and write Draconic for one hour.
You can use this ability once a long rest.
You can use this ability two times a long rest at level 5, 3 times at level 9, 4 times at level 13, and 5 times at level 17.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736832,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"ISDg87HnBPoM1ilm","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"IVB1NsqNKLDcpqQd","name":"Ministry of Muses 2 - Attention on Me","type":"feat","img":"icons/magic/light/explosion-beam-impact-silhouette.webp","data":{"description":{"value":"Twice per long rest, you can use an action to grant a creature that you can see within 30 feet of you 5 temporary hit points which last for the next hour. While a creature has these hit points, any effect which causes them to be charmed or frightened is suppressed. Once the temporary hit points granted by this feature are lost, any suppressed effect resumes provided that its duration has not expired in the meantime.
\n\n\nYou can use this feature three times at 9th level, four times at 13th level, and five times at 17th level. The temporary hit points increase to 10 at 9th level, 15 at 13th level, and 20 at 17th level.
\n
Ain't nothin' more valuable than a life long sea farin' companion.
\nOnce per Long Rest, you can cast the @Compendium[dnd5e.spells.JGT5bNqu9REL7Fuz]{Find Familiar} spell without material components. The familiar takes the form of a parrot (use the @Compendium[dnd5e.monsters.LPdX5YLlwci0NDZx]{Raven} or Crow statblock), has an Intelligence and Charisma score equal to 11 + your Charisma modifier, has proficiency in the Deception skill (it uses your Proficiency Bonus), and can mimic any sound it has heard, including voices, with its Mimicry trait.
\n\n\nA creature that hears any sounds which the parrot mimics can tell they are imitations by making a Wisdom (Insight) check contested by the parrot's Charisma (Deception) check.
\n
\n\nAdditionally, you can spend one minute teaching it a phrase and setting an observable condition under which it repeats the phrase using your voice and volume. The observable condition must occur within 10 feet of the parrot in order for it to repeat the phrase and it remembers the phrase and condition until you give it a new phrase or summon it again using this ability.
\n
\n\nThe parrot can willingly end its movement in your space and perch on your shoulder. While it is perched, you can't be surprised unless you are *Incapacitated* by something other than non-magical sleep. The parrot magically awakens you if you are sleeping naturally when combat begins.
\n
Once per long rest, you can use an action to touch another creature and sacrifice some of your health to mend their injuries. You take [[/r 2d4]] necrotic damage and the creature you touch regains a number of hit points equal to two times the amount of the necrotic damage you took. This damage can't be reduced or prevented in any way, and you cannot take more damage than your current hit points.
\nThe damage increases to [[/r 4d4]] at 5th level, [[/r 6d4]] at 9th level, [[/r 8d4]] at 13th level, and [[/r 10d4]] at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_xz8iqc95nn9","path":"Guild Features#/CF_SEP/Grand Order of Dawn","color":"#000000"}}} {"_id":"JtBjJqzab8tG8gRD","name":"Harmony 3 - Harmonious Inspiration","type":"feat","img":"icons/skills/social/trading-injustice-scale-gray.webp","data":{"description":{"value":"Twice per long rest, whenever you make an attack roll or ability check with disadvantage, you can spend one Harmonious Inspiration to cancel out the disadvantage. You begin a one-shot with one Harmonious Inspiration and gain one whenever you finish a long rest. Whenever you have advantage on a d20 roll, you can choose to forfeit the advantage before making the roll to gain one Harmonious Inspiration.
\n\n\nYou can use this ability three times at 9th level, four times at 13th level, and five times at 17th level. Harmonious Inspirations can also be used on saving throws at 13th level. Instead of cancelling disadvantage, they turn disadvantage into advantage at 17th level.
\n
Once per long rest, you can cast the @Compendium[dnd5e.spells.I2LUSF5ogc7Bj62e]{Speak with Dead} spell except that you can understand the creature regardless of what languages it knows and it is no longer hostile to you if it previously was.
\n\n\nYou can use this feature twice at 9th level, three times at 13th level, and four times at 17th level.
\n
You have studied how to best interact with Dragons and those of Draconic Descent, learning how to parlay and negotiate with them at a level most cannot.
Once a long rest, when making a Charisma check to interact with a Dragon or a being of Draconic Descent (Dragonborn, Half Dragons, Kobolds, and other beings at DM Discretion), you may use a reaction to reroll the check, before the DM states the outcome but you must use the new result.
Additionally, once per long rest, you can expend a use of this ability to use your reaction to allow someone else to use their reaction to reroll the check, before the DM states the outcome but they must use the new result.
You can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736847,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"KDAEtLP9U0FHE9jv","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"KT6F5UrEYFZi9Oey","name":"Deadeyes One-Handed 3 - Burning Friendship Furry (BFF)","type":"feat","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"Twice per long rest, whenever a creature targets you with an attack while you are wielding a weapon held in one hand and no other weapons, you can use a reaction to choose another creature within 5 feet of you. You cannot choose a creature whose size is Tiny unless your size is Tiny.
\n\n\nIf the creature is the same size as you or one size smaller than you, make a Strength (Athletics) check contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check (their choice). If you win the contest, the creature becomes the target of the triggering attack instead of you.
\n
\n\nIf the creature is a larger size than you, make a Dexterity (Acrobatics) contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check (their choice).
\nIf you win the contest, you gain a bonus to your AC against the triggering attack depending on the size of the chosen creature:
\n• If the creature is one size larger than you, you gain a +2 bonus.
\n• If the creature is two sizes larger than you, you gain a +5 bonus.
\n• If the creature is three or more sizes larger than you, you gain total cover and the triggering attack is wasted.
\n
You automatically win the contest if the chosen creature is incapacitated. A creature can willingly fail the contest.
\n\n\nYou can use this ability three times at 9th level, four times at 13th level, and five times at 17th level.
\n
Once per long rest, you can cast two spells from the following list:
\n@Compendium[dnd5e.spells.KrM3oHVv13RAALrS]{Find Traps}
\n@Compendium[dnd5e.spells.SleYkHovQ8NagmeV]{Locate Object}
\n* Nystul's Magic Aura
\n* Wristpocket
\n@Compendium[dnd5e.spells.XZhdgVK3cLoxNCQl]{Remove Curse}
\n\n
You cannot cast the same spell twice and they do not require material components. You can cast three spells at 9th level, four spells at 13th level, and five spells at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_4appuzsto3c","path":"Guild Features#/CF_SEP/Trinity Society","color":"#000000"}}} {"_id":"M1VDadCSCCK4A3RU","name":"House of Wisdom 1 - Book Binding","type":"feat","img":"icons/sundries/documents/document-writing-pink.webp","data":{"description":{"value":"You learn the @Compendium[dnd5e.spells.kjmjY0zlE6IEiQVL]{Mending} cantrip.
\n\n
Once per long rest, you can use the Mending cantrip to recover lost text. You can cast Mending as an action and if cast on a piece of paper, you can restore any writing on the paper, dating up to a hundred years.
\nYou can use this feature twice at 5th level, three times at 9th level, four times at 13th level, and five times at 17th level.\n
You learn the @Compendium[dnd5e.spells.udsLtG0BugXHR2JQ]{Prestidigitation} cantrip. Whenever you cast Prestidigitation in this way, it has a range of Touch, a duration of 10 minutes (for non-instantaneous effects), and you can only have one non-instantaneous effect active at a time. You can use an action to dismiss a non-instantaneous effect.
\nOnce per long rest, you can cast the @Compendium[dnd5e.spells.hDOENzjuj5WpLq7B]{Animal Friendship} or @Compendium[dnd5e.spells.eS7XnnApoxRxYXPs]{Charm Person} spell (DC 14). Animal Friendship does not require material components.
\nYou can cast either spell twice at 9th level and three times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_oja4zx0olxa","path":"Guild Features#/CF_SEP/Sanctuary","color":"#000000"}}} {"_id":"Z6TQ6squM0QGnatY","name":"#[CF_tempEntity]","type":"weapon","img":"icons/svg/item-bag.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_ioij62hb4e","path":"Guild Features#/CF_SEP/Deadeyes","color":"#000000","name":"Deadeyes","children":[],"folderPath":[],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["xggeVhGUcu0hUFdI","DYlOo0tLuK5oT7HL","Fpzq2cituRNITUmo","rI553cj4AebfFhG7","HxvTXbJr6uj4zMxh","pqKRQlxYkT9INUrh","dCiAeNMV1wbLhhb7","sClLqgE6GiaYa4mC","jZVWPRPJx30SB7cH","KT6F5UrEYFZi9Oey","cvjfebLpHEC6eDId","UEqQeJn38k7X1CM4","OQ6PNl7A0AIfSbru","QnPOPTc4Wa6gMiRF","IIYjXBBNAbOBN1Bo","19XJURfaqfGI9C8e","ZyMqYEXUKPzeTkkH","c7mqoJfQH4UgMnV3","zxpfYMVlKymrj3ri"],"version":"2.4.6"}}} {"_id":"Z7a704YznI2cTk2m","name":"Monster Slayers 1 - Slayer's Elixir","type":"feat","img":"icons/consumables/potions/potion-bottle-stopped-labeled-red.webp","data":{"description":{"value":"Immediately after a combat encounter, you can spend 10 minutes performing a ritual to distill and consume an elixir. The elixir is distilled from the vital organ of a non-humanoid creature who was slain during the combat encounter and consuming it increases your maximum hit points based on the creature's size for the next eight hours:
\n\n\n• Tiny = 1
\n• Small = [[/r 1d4]]
\n• Medium = [[/r 1d6]]
\n• Large = [[/r 1d8]]
\n• Huge = [[/r 1d10]]
\n• Gargantuan = [[/r 1d12]]
\n• Colossal = [[/r 1d20]]
\n
If you use this ability again before eight hours have passed, your maximum hit points only increase if you roll a higher number. The elixir is appalling and useless to other creatures. If a creature who is not a member of the guild consumes it, they do not benefit from it.
\nAny creature that does not have vital organs, does not require organs to survive, or whose body disappears or dissolves upon death are not valid targets. Celestials, constructs, fiends, and undead *typically* can't be eaten.
","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_om2h4rpbkvn","path":"Guild Features#/CF_SEP/Monster Slayers","color":"#000000"}}} +{"name":"Draconic Conclave 3 - Fear of the Wyrm","type":"feat","img":"icons/creatures/abilities/dragon-breath-purple.webp","system":{"description":{"value":"You study of Draconic Magic has granted you some of the abilities of dragons to instill fear in people, or at least, help instill fear in people and creatures that normally wouldn’t be able to be scared
Once per long rest, you gain the ability to draw on the magic of dragons to enhance your ability to cause fear in your enemies. You can use a bonus action to choose a creature within 60 feet of you that you can see. Until the end of your next turn, when you, or an ally, targets the creature with a spell or ability, it cannot benefit from immunity to the frightened condition, and is subject to any effects or abilities causing that condition that they fail against until they either save against it, or the ability ends.
You can use this feature twice at level 9, three times at level 13, and four times at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736862,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"ZPiAoUTQF5H24SkZ","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"ZyMqYEXUKPzeTkkH","name":"Deadeyes Two-Handed 2 - Aether Strike","type":"feat","img":"icons/skills/melee/maneuver-sword-katana-yellow.webp","data":{"description":{"value":"Twice per long rest, whenever you hit with a melee weapon attack using a weapon held in two hands, you can use a reaction to roll the weapon's base damage die one additional time and add the result to the damage dealt. If you roll the maximum amount on this extra die, repeat the process and roll another base damage die (and so on). These additional dice are not considered to be part of the attack.
\n\n\nFor example, a longsword's base damage die while held in two hands is 1d10. A greatsword's base damage die is 2d6 but you would only roll 1d6 when rolling additional base damage dice.
\n[[/r 1d6x6]]
\n[[/r 1d8x8]]
\n[[/r 1d10x10]]
\n[[/r 1d12x12]]
\n
\n\nYou can use this ability three times at 9th level, four times at 13th level, and five times at 17th level.
\n
Once per long rest, you can use an action to become an embodiment of harmony for the next minute. While in this form, you gain the following benefits:
\n\n\n• You emit bright light in a 30-foot radius and dim light for an additional 30 feet. Your bright light illuminates both magical and non-magical darkness; however, everything in your bright light except for you is lightly obscured by the warping effects of the light itself.
\n• Your bright light is considered to be affected by a @Compendium[dnd5e.spells.CylBa7jR8DSbo8Z3]{Zone of Truth} spell (DC 16).
\n• Hostile creatures within your bright light cannot have advantage on d20 rolls.
\n• Allied creatures within your bright light cannot have disadvantage on d20 rolls.
\n
\n\n• If a creature within your bright light is reduced to 0 hit points, you can use a reaction to end your transformation and swap positions and hit points with the creature. Your hit points immediately drop to 0 and their hit points become the number of hit points that you had when you ended your transformation. If your current hit points are higher than their maximum hit points, the excess is turned into temporary hit points. Any other effects that might accompany the damage (such as Disintegration) affect you instead.
\n
\n\nYou can use this ability twice at 17th level. The DC increases to 18 at 13th level and 20 at 17th level.
\n
Death is impartial - you cannot bargain with or cheat death. Death does not care for your deeds in life, wealth, or power - it treats us all alike. The King's Reapers help keep the balance between life and death and we do so unflinchingly. We help those move on who cannot and we force those to move on who will not. We are sent to enforce and encourage the normal flow of life, remove those unnaturally prolonging life, help spirits pass on, and spread the word that death isn't terrible and should not be feared but instead embraced with open arms. Death is part of life, it can be a beginning rather than an end, and is a necessity rather than a punishment. It is not to be purposely prolonged or evaded through undead conversion or other unnatural means.
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.cCpQlNKCUI1nsjp6]{King's Reapers 1 - The Recruit}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.K0FgUQTWywuXMAuB]{King's Reapers 2 - The Hunter}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.IQTk4xHGVRUVle6U]{King's Reapers 3 - The Shadows}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.EyGMyU3NqT610PIL]{King's Reapers 4 - The Reaper}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_6di9imrij75","path":"Guild Features#/CF_SEP/King's Reapers","color":"#000000"}}} @@ -132,6 +138,7 @@ {"_id":"gF0BjLiD8i7MFdPd","name":"Royal Fortuna 2 - Drop the Anchor","type":"feat","img":"icons/tools/nautical/anchor.webp","data":{"description":{"value":"Call to the ship to lend a hand and drop an anchor.
\nOnce per Dawn, you can use a bonus action to choose a creature that you can see within 30 feet of you and call for support from your pirate warship. They drop their anchor into a portal, it comes out of another portal directly above the creature, and it falls on them.
\nThey must make a DC 14 Dexterity saving throw:
\n\n\n• <Fail by 5 or more>: they suffer from the <Fail> effect and are pinned to the ground by the anchor. While pinned, they are *Restrained* until they use an action to make a DC 14 Strength (Athletics) check to break free. Another creature can use the same action to attempt to free the pinned creature. If the creature is in water or in the air, they are pushed down 150 feet or to the seabed or ground, whichever is shorter.
\n• <Fail>: they take [[/r 3d6]] bludgeoning damage and are knocked *Prone*.
\n• <Succeed>: they take half as much damage and suffer no other effects.
\nOnce the pinned creature breaks free, or the anchor doesn't pin them to the seabed or ground, it is pulled back through the portal by its chain and disappears. If you use this ability again while the anchor is pinning a creature, that creature is no longer pinned by it.
\n
\n\nIf you are looking at the chosen creature through the <Seadogs Spyglass> when you use this ability, its range increases to 150 feet.
\n
\n\n• You can use this ability twice at 9th level, three times at 13th level, and four times at 17th level.
\n• The range increases to 60/300 feet and the push distance increases to 300 feet at 13th level.
\n• The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\n• The damage increases to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
\n
Your Omni-Tool allows you to shift the order of events that are affecting you by several seconds. Once per long rest at the start of your turn, you can choose to make a saving throw against an effect or condition which you are suffering from but only if it allows a saving throw to be made at the end of your turn.
\n\n\nYou can use this ability two times at 9th level, three times at 13th level, and four times at 17th level.
\n
Once per long rest, you can cast two spells from the following list: Compelled Duel, @Compendium[dnd5e.spells.ppWAAEul0QHtm4er]{Detect Thoughts}, @Compendium[dnd5e.spells.ge3Saet9zPTDyaoL]{Heroism}, @Compendium[dnd5e.spells.3MYDjS6k9IYL0aTj]{Calm Emotions}, and @Compendium[dnd5e.spells.gopnZvS0c2jD5FP8]{Tongues}. You cannot cast the same spell twice, they do not require material components, and they are cast at DC 14. Heroism is cast at 2nd level.
\nThe level it is cast at increases by one at 13th level (3rd). The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_xz8iqc95nn9","path":"Guild Features#/CF_SEP/Grand Order of Dawn","color":"#000000"}}} +{"name":"Draconic Conclave 3 - Draconic Contact","type":"feat","img":"icons/magic/symbols/runes-star-orange.webp","system":{"description":{"value":"You have gained access to our most valued resource, gold our ability to contact great draconic beings through arcane ritual! Use this ability intelligently or you’ll be on your ass for a while!
Once per long rest, you gain the ability to ritually cast @UUID[Compendium.dnd5e.spells.dSTu1MaPhBqPITwM]{Contact Other Plane} to contact an Ancient Dragon, or powerful Draconic Being. With this use of the ability however, you do not need to make a Saving Throw. However you may only ask up to three questions.
At level 13 you may ask 4 questions, and at level 17 you may ask 5 questions.
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736869,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"hGfBZZHWWgsbytH2","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"iVNcesaF9W9BoQdr","name":"Sanctuary 3 - Command Protegee","type":"feat","img":"icons/skills/wounds/injury-face-impact-orange.webp","data":{"description":{"value":"Twice per long rest, you can use either of the following abilities:
\n\n\nYou can use an action to command the Protegee to canalize their endless energy into a 30-foot cone. The Protegee must use their reaction or the ability fails and nothing happens. Each creature in the area must make a DC 14 Wisdom saving throw. On a failed save, a creature suffers the following effects until the end of your next turn:
\n• They can use either an action or a bonus action, not both.
\n• Regardless of an affected creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
\nOn a successful save, a creature does not suffer from these effects.
\n\n[Protector]
\n\n\nwhenever you use this ability for yourself, a creature who fails the saving throw has disadvantage on attack rolls until the end of your next turn.
\n\n
\n\nYou can use an action to command the Protegee to attempt to absorb detrimental effects with their ward in a 30-foot-long and 5-foot-wide line originating from them. The Protegee must use their reaction or the ability fails and nothing happens. Each ally in the area can immediately make a saving throw against any effect or condition which they are suffering from but only if it allows a saving throw to be made at the start or end of their turn. Additionally, each creature of your choice in the area who is concentrating on a spell or effect must make a DC 14 Constitution saving throw. On a failed save, the creature's concentration is broken. On a successful save, they maintain concentration.
\n\n[Protector]
\n\n\nWhenever you use this ability for yourself, the line is 15 feet long by 5 feet wide and you cannot force creatures of your choice to make a saving throw to maintain concentration.
\n
\n\nYou can use either ability three times at 9th level, four times at 13th level, and five times at 17th level. The DC increases to 16 at 9th level, 18 at 13th level, and 20 at 17th level.
\n
Twice per long rest, whenever you or a creature that you can see within 30 feet of you makes an attack roll or ability check, you can use a reaction to forgo rolling the d20 to get a 10 on the die.
\n\n\nYou can use this ability three times at 9th level, four times at 13th level, and five times at 17th level.
\n
You gain a companion called a Protegee who obeys your commands as best as they can. In combat, the Protegee shares your initiative count but it takes its turn immediately after yours. The Protegee can move and use their reaction on their own but the only action they take on their turn is the Dodge action unless you take a bonus action on your turn to command them to take any other action except the Attack action. If you are incapacitated, the Protegee can take any action of its choice (except the Attack action), not just Dodge.
\nWhenever the Protegee completes a short rest, the Sanctuary Ward repairs itself for half of its maximum hit points but can only do so once per dawn. Whenever the Protegee completes a long rest, the ward regains all lost hit points. Additionally, you can use a bonus action to touch the Protegee and spend a number of Hit Dice up to your Constitution modifier. Roll the spent Hit Dice and add your Constitution modifier for each die. The ward regains a number of hit points equal to the total (minimum of 0).
\n\n\nThe maximum hit points of the ward increases to 40 at 9th level, 60 at 13th level, and 80 at 17th level. The AC increases to 15 at 9th level, 16 at 13th level, and 17 at 17th level. The bonus to saving throws increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level.
\n
A place where everyone can be safe, rest, heal up and continue their journey. Our diverse guildhalls across the planes are centers of respite for the lonely and abandoned. We serve as orphanages and animal sanctuaries for all races and species but our members do not limit to those activities only! Inside our halls there exists a small group of children and animals which, for different reasons, have decided to become adventurers and animal companions in the future. For that they have been instructed in the ways of adventuring and given a special Ward which helps them experience these situations without major dangers. After gaining the trust of the guild master you can adopt one of these Protegees with goals similar to yours, allowing them to accompany you in your adventures and providing them with a safe place to return. If you already are in charge of a Protegee the guild master can provide protection and training to them.
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.YVaJkfz1xLCTD27R]{Sanctuary 1 - Helping Hand}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.d08s6WBJweXi1aMZ]{Sanctuary 2 - Protector}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.isjgtp7UqzwI1EQp]{Sanctuary 2 - Protegee}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.3zom92WCna4d3ckJ]{Sanctuary 2 - Sanctuary's Blessing}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.iVNcesaF9W9BoQdr]{Sanctuary 3 - Command Protegee}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.NBsawALql9UCC5Jr]{Sanctuary 4 - Hour of Respite}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_oja4zx0olxa","path":"Guild Features#/CF_SEP/Sanctuary","color":"#000000"}}} {"_id":"odgyNfy4mtRY21o4","name":"Monster Slayers 2 - Gambits of the Hunt","type":"feat","img":"icons/commodities/materials/bowl-powder-pink.webp","data":{"description":{"value":"During a long rest, you can spend one hour brewing one tonic and crafting up to two tools from the following lists:
\n• @Compendium[d-n-d-friends-guilds.guildfeatures.xi7dIpvc3tuU5Y75]{Monster Slayers 2 - Tonics}: Wolf's Bane, Eagle Fern, Owl's Clover
\n• @Compendium[d-n-d-friends-guilds.guildfeatures.1AfUzKG7nmqQACb2]{Monster Slayers 2 - Tools}: acid, alchemist's fire, ball bearings, caltrops, hunting traps, nets, oil (flask), and torches. See @Compendium[dnd5e.rules.bogWrnJqoNlBd0O8]{Adventuring Gear} for more information on these tools.
","chat":"","unidentified":""},"source":"","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_om2h4rpbkvn","path":"Guild Features#/CF_SEP/Monster Slayers","color":"#000000"}}} {"_id":"pDuVYiuvAoZqsKus","name":"#[CF_tempEntity]","type":"weapon","img":"icons/svg/item-bag.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_xrg0xbpzj1k","path":"Guild Features#/CF_SEP/The Four Horsemen of the Apocalypse","color":"#000000","name":"The Four Horsemen of the Apocalypse","children":[],"folderPath":[],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["7YZced7LG3dmdaHF","sgzP7GJkrLJnbw9n","51cOm6V4Xxtdnojr","SzUy8XNTi8MB4Qtu","eHVH7AviuOChfwLR"],"version":"2.4.6"}}} +{"name":"#[CF_tempEntity]","type":"weapon","flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000","name":"Draconic Conclave","children":[],"folderPath":[],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["rX5PfyllJfiAbhCS","ISDg87HnBPoM1ilm","KDAEtLP9U0FHE9jv","0fziJiIxRw1JcLDh","hGfBZZHWWgsbytH2","ZPiAoUTQF5H24SkZ","E95OW6AovurRxCk6","6LIs8sXaLzRLaMz2"],"version":"2.5.5"}},"img":"icons/svg/item-bag.svg","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670182736883,"modifiedTime":1670182736901,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"pLB6pHS06BaaioNs"} {"_id":"pqKRQlxYkT9INUrh","name":"Deadeyes Dual Wield 3 - Rending Gale","type":"feat","img":"icons/skills/melee/weapons-crossed-daggers-orange.webp","data":{"description":{"value":"Whenever you perform Two-Weapon Fighting, you can do one of the following:
\n• Perform two swift attacks with the melee weapon that you're holding in your other hand instead of one. You do not add your ability modifier to these attack rolls.
\n• Perform the additional attack with the melee weapon that you're holding in your other hand as part of the Attack action instead of using a bonus action. If you do so, you can’t use Two-Weapon Fighting until the start of your next turn.
\n\n\nYou can use this ability five times per long rest at 5th level, six times at 9th level, seven times at 13th level, and eight times at 17th level.
\n
Once per long rest, you can spend 10 minutes performing a special ritual with your guild-issued sable fedora. After completing the ritual, you reach into your magical fedora and pull out a Tier 1 magic item of your choice from the Magic Item Table which vanishes after one hour. For example, any concentration spells, summoned monsters, or buffs that you receive from the magic item immediately end as soon as one hour has elapsed.
\n\n
You can pull out a Tier 1 or Tier 2 magic item at 17th level.
","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_4appuzsto3c","path":"Guild Features#/CF_SEP/Trinity Society","color":"#000000"}}} {"_id":"qsw3w1tIogqkQDcT","name":"#[CF_tempEntity]","type":"weapon","img":"icons/svg/item-bag.svg","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_d5q41bth7kl","path":"Guild Features#/CF_SEP/The Flayer's Cloth","color":"#000000","name":"The Flayer's Cloth","children":[],"folderPath":[],"fontColor":"#FFFFFF","icon":null,"sorting":"a","contents":["Tfqcb25VYIMr2qsB","slIfdzLKMJKOCkme","VAw2usrCaFHwIvqA","fbJbvWtO0Q5Bzwdj","IEmXiuhwfwMEmo7A","Tz6VCWpG2EkWJXi3","nJagPcWREUGVuhdF"],"version":"2.4.6"}}} {"_id":"rI553cj4AebfFhG7","name":"Deadeyes 4 - Unlimited Blade Works","type":"feat","img":"icons/weapons/swords/sword-runed-glowing.webp","data":{"description":{"value":"Twice per long rest, you can use a bonus action to flourish your weapon and manifest a number of translucent imitations of your weapon which float in a 15-foot radius around you for the next minute or until you fall unconscious. You can end this effect at any time (no action required) and it automatically ends if you use the Masterwork ability of your chosen style. The weapons have up to two non-instantaneous effects from <Flair for Spectacle>, cause the area to be considered difficult terrain for hostile creatures, and you are able to control them freely. Hostile creatures within 30 feet of you must make a DC 16 Wisdom saving throw:
\n\n\n• <Fail by 5 or more>: they suffer from the Fail penalty and have disadvantage on subsequent saving throws to no longer be Frightened.
\n• <Fail>: they become Frightened of you for the next minute or until it ends early. They can make another Wisdom saving throw at the end of each of their turns to no longer be Frightened.
\n• <Succeed>: they are not Frightened.
\n
\n\nYou can use this ability thrice at 13th level and four times at 17th level but can only do so once each time initiative is rolled. The weapons have up to three non-instantaneous effects at 13th level and four non-instantaneous effects at 17th level. The DC increases to 18 at 13th level and to 20 at 17th level.
\n\n
Your introductory study of dragons allows you to channel a portion of their mighty breath weapon, one that will grow stronger with practice, and more donations to the hoard!
Once per long rest, you can use an action to exhale either a 15 foot cone, or a 30 foot line of energy that can either be Acid, Cold, Fire, Lightning or Poison. Each creature in this cone or line must make a DC 12 Dexterity Saving Throw, or take 2d8 damage of the type listed, or half as much on a successful saving throw.
You can use this ability twice a long rest at level 9, 3 times at level 13, 4 times at level 17.
The DC scales to 14 at Level 9, 16 at Level 13, and 18 at Level 17.
The damage increases to 3d8 at level 5, 4d8 at level 9, 5d8 at level 13, and 6d8 at level 17.
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"flat"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"flags":{"cf":{"id":"temp_ubgb02tw8l","path":"Draconic Conclave","color":"#000000"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670180244066,"modifiedTime":1670182736841,"lastModifiedBy":"HY2vqFQlZH7bJvYr"},"_id":"rX5PfyllJfiAbhCS","folder":null,"sort":0,"ownership":{"default":0,"HY2vqFQlZH7bJvYr":3}} {"_id":"sClLqgE6GiaYa4mC","name":"Deadeyes Guild","type":"feat","img":"icons/skills/melee/strike-dagger-skull-white.webp","data":{"description":{"value":"\nDeadeyes is the peak mercenary guild around. We only take on the flashiest jobs which make headlines and grab everyone's attention - anything else is beneath us. If there are any competing organizations threatening to take these jobs from us, or extra-planar entities trying to take over the world who will put business to a halt, we won't hesitate to eliminate them. During a job, we encourage members to act as bold and extravagantly as possible but to at least complete the objectives to keep our contractors happy. Our preferred type of jobs are public assassinations due to their hefty rewards and good publicity but our Guildmaster has been known to pay out of his own pocket if people who can't pay for the guild's services because that kind of publicity travels far and wide.
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.xggeVhGUcu0hUFdI]{Deadeyes 1 - A Flair for Spectacle}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.DYlOo0tLuK5oT7HL]{Deadeyes 2 - Greatest Showman}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.Fpzq2cituRNITUmo]{Deadeyes 3 - Hope that Pierces the Heavens}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.rI553cj4AebfFhG7]{Deadeyes 4 - Unlimited Blade Works}
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.HxvTXbJr6uj4zMxh]{Deadeyes Dual Wield 2 - Mantis Counter Strike}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.pqKRQlxYkT9INUrh]{Deadeyes Dual Wield 3 - Rending Gale}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.dCiAeNMV1wbLhhb7]{Deadeyes Dual Wield 4 - Omnislash}
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.jZVWPRPJx30SB7cH]{Deadeyes One-Handed 2 - Wolfwind Fang}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.KT6F5UrEYFZi9Oey]{Deadeyes One-Handed 3 - Burning Friendship Furry (BFF)}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.cvjfebLpHEC6eDId]{Deadeyes One-Handed 4 - Swallow Slash}
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.UEqQeJn38k7X1CM4]{Deadeyes Thrown 2 - Aerial Reaver}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.OQ6PNl7A0AIfSbru]{Deadeyes Thrown 2 - Trick Toss}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.QnPOPTc4Wa6gMiRF]{Deadeyes Thrown 3 - Item Crash}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.IIYjXBBNAbOBN1Bo]{Deadeyes Thrown 3 - Shattersteel Swarm}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.19XJURfaqfGI9C8e]{Deadeyes Thrown 4 - Flying Steel Dragons}
\n\n
@Compendium[d-n-d-friends-guilds.guildfeatures.ZyMqYEXUKPzeTkkH]{Deadeyes Two-Handed 2 - Aether Strike}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.c7mqoJfQH4UgMnV3]{Deadeyes Two-Handed 3 - Demon Impact}
\n@Compendium[d-n-d-friends-guilds.guildfeatures.zxpfYMVlKymrj3ri]{Deadeyes Two-Handed 4 - Skullsplitter}
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"57sUkRQ7zKNhpeEE":3},"flags":{"cf":{"id":"temp_ioij62hb4e","path":"Guild Features#/CF_SEP/Deadeyes","color":"#000000"}}} {"_id":"sPq4Z259ZcgbosUF","name":"Royal Fortuna 3 - Captain's Legacy","type":"feat","img":"icons/tools/nautical/steering-wheel.webp","data":{"description":{"value":"Do you have what it takes to command a crew and rally them into action? Well now is the time to see!
\nYou gain 15 Captain's Legacy charges. Whenever an ally that you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can inspire them. As long as they can hear and understand you, they can add a d4 to their roll but you must decide to do so before the DM states the outcome of the roll.
\n\n\nAn ally can only benefit from one Captain's Legacy die per roll. Once you inspire an ally, you can't do so again until the start of the next turn. Each time you use this ability, subtract the number rolled from your total number of Captain's Legacy charges. Once you have zero or less Captain's Legacy charges remaining, you can no longer use this ability. You regain expended Captain's Legacy charges when you finish a Long Rest.
\n
\n\n• The number of Captain's Legacy charges increases to 20 at 9th level, 25 at 13th level, and 30 at 17th level.
\n